(Breaking) Move ImGuiWindowFlags_NavFlattened to ImGuiChildFlags_NavFlattened. (#7687)
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755bf2b8c2
@ -43,6 +43,11 @@ Breaking changes:
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- Removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to
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ImGuiStoragePair (simpler for many languages). No significant nested type left.
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- BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window
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flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for
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BeginChild() calls anyhow. (#7687) [@cfillion]
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- old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened);
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- new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0)
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- Style: renamed tab colors for clarity and consistency with other changes: (#261, #351)
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- ImGuiCol_TabActive -> ImGuiCol_TabSelected
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- ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed
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27
imgui.cpp
27
imgui.cpp
@ -430,6 +430,9 @@ CODE
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When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow.
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- old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened);
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- new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0);
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- 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does.
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- 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire.
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- 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected.
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@ -5533,7 +5536,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I
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IM_ASSERT(id != 0);
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// Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument.
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const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle;
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const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened;
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IM_UNUSED(ImGuiChildFlags_SupportedMask_);
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IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?");
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IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!");
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@ -5545,6 +5548,8 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding)
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child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding;
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if (window_flags & ImGuiWindowFlags_NavFlattened)
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child_flags |= ImGuiChildFlags_NavFlattened;
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#endif
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if (child_flags & ImGuiChildFlags_AutoResizeX)
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child_flags &= ~ImGuiChildFlags_ResizeX;
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@ -5623,7 +5628,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I
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const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
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if (g.ActiveId == temp_id_for_activation)
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ClearActiveID();
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if (g.NavActivateId == id && !(window_flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
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if (g.NavActivateId == id && !(child_flags & ImGuiChildFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
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{
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FocusWindow(child_window);
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NavInitWindow(child_window, false);
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@ -5649,7 +5654,8 @@ void ImGui::EndChild()
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ImGuiWindow* parent_window = g.CurrentWindow;
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ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size);
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ItemSize(child_size);
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if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !(child_window->Flags & ImGuiWindowFlags_NavFlattened))
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const bool nav_flattened = (child_window->ChildFlags & ImGuiChildFlags_NavFlattened) != 0;
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if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !nav_flattened)
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{
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ItemAdd(bb, child_window->ChildId);
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RenderNavHighlight(bb, child_window->ChildId);
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@ -5666,7 +5672,7 @@ void ImGui::EndChild()
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ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav);
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// But when flattened we directly reach items, adjust active layer mask accordingly
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if (child_window->Flags & ImGuiWindowFlags_NavFlattened)
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if (nav_flattened)
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parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext;
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}
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if (g.HoveredWindow == child_window)
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@ -6440,7 +6446,7 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags
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window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
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if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
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window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
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while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
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while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened)
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{
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IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
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window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
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@ -6536,9 +6542,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
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flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
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if (flags & ImGuiWindowFlags_NavFlattened)
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IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
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const int current_frame = g.FrameCount;
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const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
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window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
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@ -6603,7 +6606,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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// Add to focus scope stack
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PushFocusScope((flags & ImGuiWindowFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID);
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PushFocusScope((window->ChildFlags & ImGuiChildFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID);
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window->NavRootFocusScopeId = g.CurrentFocusScopeId;
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// Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[]
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@ -7199,7 +7202,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Child window can be out of sight and have "negative" clip windows.
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// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
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IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
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const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
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const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
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if (!g.LogEnabled && !nav_request)
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if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
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{
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@ -10189,7 +10192,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
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window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
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if (g.NavId == id || g.NavAnyRequest)
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if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
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if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
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if (window == g.NavWindow || ((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened))
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NavProcessItem();
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}
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@ -11678,7 +11681,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
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// When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
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if (window->ParentWindow == g.NavWindow)
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{
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IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
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IM_ASSERT((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened);
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if (!window->ClipRect.Overlaps(cand))
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return false;
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cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
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3
imgui.h
3
imgui.h
@ -1044,7 +1044,6 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
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// [Internal]
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ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
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ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
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ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
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ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
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@ -1054,6 +1053,7 @@ enum ImGuiWindowFlags_
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// Obsolete names
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
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ImGuiWindowFlags_NavFlattened = 1 << 31, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
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#endif
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};
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@ -1077,6 +1077,7 @@ enum ImGuiChildFlags_
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ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
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ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
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ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
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ImGuiChildFlags_NavFlattened = 1 << 8, // Share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
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};
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// Flags for ImGui::InputText()
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@ -6851,7 +6851,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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"Right-click to open edit options menu.");
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ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX));
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ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
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ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Border | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
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ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
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for (int i = 0; i < ImGuiCol_COUNT; i++)
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{
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@ -7251,7 +7251,7 @@ struct ExampleAppConsole
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// Reserve enough left-over height for 1 separator + 1 input text
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const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
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if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_NavFlattened))
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if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_HorizontalScrollbar))
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{
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if (ImGui::BeginPopupContextWindow())
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{
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